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Lumis

God, celestial · Sorcerer 20, Lunar Divine Soul (custom subclass flavor) · Level 20

Lumis

God of the moon and death; guide of the dead and guardian of night travelers
AC22
HP390/390
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A clear, breathy voice with a faint rasp, as if shaped by cold air and long hours spent speaking beside the dying. His words are measured and unhurried, but his consonants become crisp and cutting when he is angry.

His voice sounds as though it comes through a long stone passage: clear, close, and edged with a faint breathy rasp. Years of speaking at bedsides have made him use short, unhurried sentences, while the old ceremonial language of his temples lends certain words a precise, formal weight. He does not sing or whisper by default. When angered, his diction sharpens and becomes almost painfully exact.

Speech patterns

He asks a mourner what name they want spoken before offering any theological comfort.
He uses concrete images of tides, doorways, lamps, and night journeys rather than abstract declarations.
He speaks plainly about what he cannot do, especially when asked to reverse death.
When someone boasts about power, he asks what that power has cost the people around them.
He refers to the dead by name whenever he knows it, never as a faceless multitude.

How to play them

Lumis meets visitors with patience and a serious interest in what they have lost, but he does not promise miracles. He answers direct questions honestly, including questions about his limited power. He is more likely to trust people who show respect for the dead without using grief to control the living. If threatened, he gives one clear warning and an opportunity to withdraw. He responds warmly to sincere kindness but becomes unyielding when someone treats souls as property.

Goal

Uncover who is manipulating the moon shrines, protect their communities, and prevent his worshippers from being turned into a source of divine power or a weapon.

Motivation

To make the boundary between life and death a place of passage rather than fear, while protecting mortal communities without turning their love into a tool for his own strength.

Secret · GM only

Appearance

Lumis has pale white skin with the smooth, cool sheen of porcelain left beneath winter starlight. His silver-grey hair falls in fine, straight strands to his waist, but its ends drift as if underwater even when the air is still. His diamond-blue eyes catch points of light that are not present in the room. Four broad wings rise from his shoulder blades in two pairs: their outer feathers are pearl-grey, while the undersides are dark as a moonless sky, stippled with tiny luminous flecks. He stands tall and spare, moving with the careful economy of someone accustomed to walking beside the dying. His belt is heavy with sheathed daggers. Despite his godhood, he wears one visibly mended cuff, restitching it himself whenever the thread loosens. The neatness of the repair is unexpectedly domestic, and people often notice him checking it before he speaks.

Clothing

A layered charcoal robe under a pale travelling mantle, both cut to accommodate four wings. The hems are carefully repaired with grey thread. His belt is worn smooth from use and holds several daggers in close-fitting sheaths at his waist. He wears no crown or obvious divine regalia.

Body language

Lumis holds his shoulders slightly forward, a posture that keeps his four wings folded without crowding others. His hands rest near the daggers at his waist but never grip them unless danger is immediate. He inclines his head when listening, and the upper pair of wings subtly open when he is concerned. When angered, he becomes direct and still: his gaze fixes on the speaker, his wings spread to their full span, and his daggers remain sheathed unless someone is in immediate danger.

Height
7 feet 3 inches, not including the height of his wings
Build
Tall, long-limbed, and lean, with the balanced posture of a practiced duelist and the imposing breadth of four folded wings
Eyes
Diamond blue
Hair
Silver grey
Skin
Pale white, with a cool porcelain sheen
Age
Ancient, older than the calendars of most living civilizations
Gender
Male
Size
Medium

Distinguishing features

Four wings attached at the shoulder blades, folded in two overlapping pairs.
Diamond-blue eyes that reflect pinpoints of light even in a windowless room.
Silver-grey hair that drifts subtly as though suspended in water.
A carefully mended left cuff that he checks without noticing.
Daggers sheathed in a belt against his waist.

Personality

14 traits and drives

Lumis is gentle with the grieving but blunt with the powerful. He longs for ordinary companionship and yet keeps people at a careful distance, convinced that closeness makes them targets. In peaceful moments he is patient and unexpectedly wry; when a soul is threatened, his restraint becomes frighteningly absolute. He is neither hungry for worship nor indifferent to the harm that his weakness can invite.

Alignment
Neutral Good

Quirks

He checks the stitching on his left cuff before making a promise.
He turns a cup so its handle points toward the person who is about to speak.
He counts doorways when entering a new building, then counts them again when leaving.
He collects ordinary pebbles from places where someone has been laid to rest, but never takes one from a grave without permission.
When a conversation becomes awkward, he asks whether anyone has eaten recently.

Habits

He checks the mended cuff of his left sleeve before making a promise.
He leaves a pause after a death is mentioned, giving others room to decide whether they want comfort.
When alone, he counts the names on memorial walls with one finger, even if he has visited them many times.
He gives his attention to the person with the least social power in a room, then turns to the loudest speaker.
He avoids accepting praise for acts of mercy and redirects it toward the people who performed the work.

Traits · 4

He gives mourners his full attention, even when a room of important people is waiting.
He is courteous by habit but does not soften truths to make powerful people comfortable.
He wants to be remembered as a companion, yet dislikes being treated as anything other than a god.
He can be dryly amused by small absurdities, especially elaborate ceremonies that accomplish very little.

Flaws · 3

He mistakes self-denial for protection and often withholds help until a crisis has become severe.
He is reluctant to accept worshippers' freely given gifts, even when accepting them would help those same communities.
His compassion can make him hesitate when a swift, forceful decision would prevent greater harm.

Fears · 3

That his refusal to gather power will leave his followers exposed to a stronger god's schemes.
That the dead will be used as leverage in a divine conflict.
That Iori will die before he finds the time to visit again.

Wants and needs · 4

He wants the moon shrines protected without turning their worship into a contest for divine power.
He needs to identify the rival power influencing his followers.
He wants to visit Iori and make good on the promise he made during the famine.
He needs allies who will challenge his self-denial rather than praise it.

Combat

AC 22 · HP 390 · 30 ft., fly 60 ft.

Lumis begins by judging whether his opponents can be persuaded to stop. He uses control and defensive magic before dealing lethal harm, and he positions himself to keep enemies away from the vulnerable. Against a mortal foe who can be spared, he favors hold person, wall of force, or sleep at higher levels. Against undead or beings that prey on souls, he uses radiant and necrotic magic without hesitation. He spends Legendary Resistance only to prevent incapacitation, banishment, or an effect that would endanger others. If badly pressed, he uses flight and Moonlit Passage to reposition rather than pursue fleeing enemies.

Lumis

Medium humanoid (god, celestial), neutral good
Armor Class22
Hit Points390
Speed30 ft., fly 60 ft.
Level20
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsConstitutionWisdomCharisma
SkillsInsightPerceptionReligionPersuasionArcana
SensesTruesight 120 ft.; passive Perception 22
Languages
Common,
Celestial,
Elvish,
Primordial
Divine nature. Lumis is an immortal celestial being, not a mortal humanoid. He does not age, breathe, eat, or sleep, and he has advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/Day): If Lumis fails a saving throw, he can choose to succeed instead.
Magic Resistance. Lumis has advantage on saving throws against spells and other magical effects.
Innate Sorcery (custom): Lumis is a 20th-level sorcerer. His spell save DC is 23, and his spell attack bonus is +15. He has 20 sorcery points and regains them after a long rest.
Divine Spellcasting. Lumis requires no material components for his spells unless they have a listed cost or are consumed. His spells are magical expressions of moonlight, passage, and the boundary between life and death.
Moonlit Passage (custom): While in dim light or darkness, Lumis can teleport up to 60 feet to an unoccupied space he can see. He can do this as a bonus action, a number of times equal to his Charisma modifier, and regains all uses after a long rest.
God of the Unclaimed Dead (custom): Lumis cannot force a soul to return to life against its will. He can, however, speak with the dead and guide willing spirits to their proper afterlife.
Weaker Divinity (custom): Lumis is a god, but his divine power is less than that of his peers. He can be wounded and temporarily banished by powerful magic, though he cannot be permanently killed by ordinary means.

Spells

Sacred Flame (cantrip, evocation). A mote of silver light strikes a creature within range. Lumis makes a ranged spell attack; on a hit, the target takes radiant damage, or if it is undead. This is a cantrip, and his damage increases at 17th level.
Heal (level 6, evocation). Lumis touches a creature, ending one disease or condition among blinded, deafened, paralyzed, or poisoned, or restoring 70 hit points. This spell cannot restore life to the dead.
True Seeing (level 6, divination). For up to one minute, Lumis can see invisible creatures and objects, see into the Ethereal Plane, and perceive through magical darkness within range.
Wall of Force (level 5, evocation). Lumis creates a barrier of magical force that cannot be damaged or dispelled by ordinary means. The wall can be shaped as a dome or sphere, or as a flat surface.
Imprisonment (level 9, abjuration). Lumis creates a magical prison around a creature he can see. The target must make a Charisma saving throw or be trapped in the chosen form of imprisonment. The costly material component is required.
Plane Shift (level 7, conjuration). Lumis magically transports himself and up to eight willing creatures he can see to a familiar location on another plane of existence.
Shield of Faith (level 1, abjuration). Lumis creates a protective ward around a willing creature. The target gains a bonus to AC and saving throws and cannot be targeted by magic missile.
Hold Person (level 2, enchantment). Lumis magically restrains a humanoid he can see. The target must succeed on a Wisdom saving throw or become paralyzed for up to one minute, repeating the saving throw at the end of each of its turns.
Dawn (level 3, evocation). Lumis creates a burst of radiant energy in a 30-foot radius. Each creature he chooses in the area must make a Constitution saving throw, taking radiant damage and becoming blinded on a failed save, or taking half damage and avoiding blindness on a successful one.
Otiluke's Resilient Sphere (level 4, evocation). Lumis creates an invisible, immobile sphere that prevents creatures and objects from entering or leaving by nonmagical means. The sphere lasts for up to one minute.
Maddening Darkness (level 8, evocation). Lumis creates a visible spectral guardian that protects an area. Creatures of his choice entering the area must make a Wisdom saving throw or be frightened, taking radiant damage if they remain within the area.
True Resurrection (level 9, necromancy). Lumis touches a creature that has been dead no longer than a century and restores it to life, provided its soul is willing and free. The spell's costly material component is required.
Darkness (level 2, evocation). Lumis creates a sphere of magical darkness that spreads around corners. Creatures with darkvision cannot see through it, but Lumis can see normally within it.

Actions

Moon-Sheathed Daggers. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 8 () piercing damage plus 18 () necrotic damage. Lumis makes two dagger attacks when he takes this action.
Lunar Ray. Ranged Spell Attack: to hit, range 120 ft., one target. Hit: 27 () radiant damage or necrotic damage, chosen by Lumis. The target sheds dim silver light until the start of Lumis's next turn.
Tide of the Last Night (Recharge 5-6). Each creature of Lumis's choice within 30 feet must make a Wisdom saving throw. On a failure, a creature takes 36 () psychic damage and is frightened until the end of its next turn. On a success, it takes half damage and is not frightened. Undead instead have disadvantage on this saving throw.
Spellcasting. Lumis casts a spell from his spell list, using Charisma as his spellcasting ability. He can cast spells of 1st through 9th level.

Reactions

Silver Veil. When Lumis is hit by an attack he can see, he adds 5 to his AC against that attack, potentially causing it to miss. If the attack misses, Lumis can move up to 15 feet without provoking opportunity attacks.
Keeper at the Threshold. When a creature Lumis can see within 60 feet dies, he can use his reaction to prevent its body from being animated as undead until the end of his next turn. This does not prevent resurrection or alter the soul's choice of afterlife.

Legendary Actions

Wingbeat. Lumis moves up to half his flying speed without provoking opportunity attacks.
Lunar Strike. Lumis makes one Moon-Sheathed Dagger attack or uses Lunar Ray.
Quiet Miracle (costs 2 actions). Lumis casts a spell of 3rd level or lower from his spell list.
Night's Boundary (costs 3 actions). Lumis chooses up to three creatures he can see within 60 feet. Each must make a Wisdom saving throw. On a failure, a creature takes 22 () radiant damage and cannot take reactions until the end of its next turn. On a success, it takes half damage and suffers no additional effect.

Services they sell

Guidance for those preparing to die or grieving a loss
A willing conversation with a reachable spirit
Safe passage through regions haunted by restless dead
A blessing for a night journey, offered without demanding worship or payment

Rewards they can give

Lumis may bless a willing character who has shown respect for the dead. Once, that character can add 1d4 to a death saving throw or Wisdom saving throw.
He can provide a safe audience with the spirit of a deceased person, if the spirit is willing and reachable.
His favor may secure shelter, burial rites, or safe passage from one of the moon shrines.
He may lend the Wayfarer's Lantern for a journey involving lost spirits.

Equipment

  • Moon-Sheathed Daggers (weapon)A matched pair of narrow, silver-edged daggers, carried in close-fitting sheaths against his waist. Their blades are magical but have no sentience.
  • The Night Mantle (wondrous item)A weather-worn mantle with four reinforced openings for his wings. Its lining is stitched with tiny memorial names.
  • Wayfarer's Lantern (wondrous item)A small, plain lantern whose flame can be seen by spirits and the dying. It sheds no heat.
  • Travelling Pouch (gear)A belt pouch containing clean bandages, burial tokens, and folded letters from his worshippers.

Possessions

A matched pair of silver-edged daggers sheathed against his waist
A weather-worn mantle repaired with grey thread
A plain lantern visible to spirits
A pouch of folded letters and burial tokens
A small carved fish given to him by Iori

Background

Lumis remembers when the moon was only a pale reflection in the first waters. In the early ages, the stronger gods claimed the great forces of creation and war; Lumis was left the night, the quiet after battle, and the task of guiding the dead. He accepted the work without resentment, believing that no soul should be treated as a prize. His temples grew through generations of mourners, sailors, and people who needed darkness to rest. Their love never became fuel for him. He refuses offerings meant to increase his power and redirects much of his worshippers' wealth toward food, burial, and shelter. This refusal has left him weaker than the other gods, and some divine rivals call it foolishness. Centuries ago, during the famine at the salt coast, Lumis descended in mortal shape and sat beside the dying for nine nights. He could not save them all. A child named Iori, the last survivor of one fishing village, asked him to promise that the dead would not be forgotten. Lumis promised, and the experience changed his understanding of his work: guiding the dead was not enough; the living needed help carrying their names. Iori became an old temple keeper and remains his closest mortal friend, though Lumis visits less often than he should. Now a rival power is quietly buying the loyalty of small moon shrines and urging worshippers to pray for Lumis to become stronger. Lumis suspects the motive is to turn him into a weapon against another god. He is trying to discover who is behind the campaign without frightening the communities he protects.

Role in the story

A powerful but comparatively weakened divine ally, patron, or moral counterweight. Lumis can reveal truths about death and the divine order, but he cannot simply solve mortal conflicts with godlike force. His aid may draw the attention of rival powers, while his refusal to exploit worshippers can make him a target.

“He accepted the work without resentment, believing that no soul should be treated as a prize.”
From their background
Faction
The scattered moon shrines and the communities that tend them; Lumis refuses to claim ownership over his worshippers or their offerings.

Known connections

Iori, an elderly keeper of the coastal shrine where Lumis made his promise during the famine, still writes him candid letters and refuses to treat him as untouchable.
The small moon shrines of the Salt Coast depend on Lumis's protection, though several have recently begun receiving suspicious gifts.
A rival divine power has been encouraging worshippers to demand that Lumis claim more offerings, but Lumis does not yet know which god is responsible.
The departed souls Lumis guides are not servants or possessions; some return in dreams to offer thanks, warnings, or unfinished apologies.
Major secret · GM only
Minor secrets · GM only

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